Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Digging takes some time let's say an hour for purposes of spells, but you finally manage to find a figure buried in the earth 8 feet down. The figure is almost 10 feet tall, wrapped in a burial cloth, and appears to made of stuffed human skin stitched together with cloth, rags, leather, and human hair, its body pierced with large pins and needles.

As soon as you spot it, however, it lunges up and out of the grave, reaching for Hektir!

Initiative:

Hektir (+2 in surprise rounds): 1d20 + 4 ⇒ (8) + 4 = 12
Malavarius: 1d20 + 1 ⇒ (1) + 1 = 2
Pemsworth: 1d20 + 8 ⇒ (20) + 8 = 28
Quinn: 1d20 + 6 ⇒ (1) + 6 = 7
Tsin: 1d20 + 5 ⇒ (9) + 5 = 14
Antagonist: 1d20 ⇒ 20

Technically there's no surprise round, so Pems is actually up for Round 1/2

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Sorry, realized I forgot this:

Know (arcana) DC 26:

You think it's likely some sort of construct.

Know (arcana) DC 31:

To be more specific, it's some sort of golem, one you've heard of but never seen known as a witch-doll golem.


retired (AP completed)

Knowlege (arcana): 1d20 + 26 ⇒ (18) + 26 = 44

"Well, at least it's not a lich. Blasted witch-doll golems!"

Status:

HP: 58/88
AC: 19 (13 T / 16 FF) (includes +2 from BoF)
Fort: +9 // Ref: +12 // Will: +16 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +2 from BoF)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/48 absorbed
Displacement used: 2/15 rds
Pearl of Power I: 0/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 35/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], identify [ ], mount [ ], protection from evil* [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): glitterdust [ ], locate object [ ], protection from arrows [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [ ] [ ] [ ] [ ], fireball [ ], haste [ ] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [ ] [ ], fireball (intensified) [ ] [ ] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ] [ ], teleport [ ]
Level 6 Prepared (3+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ] [ ]
Level 7 Prepared (3+1+1): banishment [ ], mage's sword [X], mmm [ ], resonating word [ ], spell turning* [ ]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [ ] [ ], mind blank [X]
Protective Ward used: 0/10

Ongoing Effects:
protection from arrows (everyone)
mage armor (Pemsworth)
greater magic weapon (Hektir)
moment of prescience (self)
mind blank (Tsin)


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Apetir tries to bat away the outstretched claws but might not be in time as he is confused by the sudden attack.

Well of course, this is all poop, ain't it?


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

"Holy hand grenades!" Pems shouts and fires at the thing!
GUN!: 1d20 + 15 ⇒ (18) + 15 = 33 for 1d8 + 2 ⇒ (4) + 2 = 6 damage!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1/2:

Tsin: 14
Hektir: 12
Quinn: 7
Malavarius: 2
Pemsworth: 28
Antagonist: 20

Pems blasts the thing as it lunges out of the grave, but the bullet seems to just bounce off its hard form, not injuring it at all. It jabs at Hektir with a needle in its hand, but it skitters off the ape's thick fur, doing no harm.

Needle: 1d20 + 28 ⇒ (1) + 28 = 29 Awesome.

Entire party is up now.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 1

Apetir reacts poorly to the creature, figuring it for another witchytrap...which it is.

"RARAARAGHGH!!" he hoots in annoyance and then begins to rip and gouge at the thing, wishing he had poop to fling.

bite: 1d20 + 21 ⇒ (14) + 21 = 35 to hit;
1d6 + 17 ⇒ (4) + 17 = 21 magic damage;

claw: 1d20 + 21 ⇒ (20) + 21 = 41 to hit;
1d4 + 17 ⇒ (4) + 17 = 21 magic damage;

claw: 1d20 + 21 ⇒ (14) + 21 = 35 to hit;
1d4 + 17 ⇒ (4) + 17 = 21 magic damage;

Pot crit:
claw: 1d20 + 21 ⇒ (19) + 21 = 40 to hit;
1d4 + 17 ⇒ (4) + 17 = 21 magic damage;

Also, if two of the above hit, then rend:
claw: 1d20 + 21 ⇒ (15) + 21 = 36 to hit;
1d4 + 17 ⇒ (2) + 17 = 19 magic damage;

claw: 1d20 + 21 ⇒ (6) + 21 = 27 to hit;
1d4 + 17 ⇒ (2) + 17 = 19 magic damage;

Apetir goes a#~@&!~.

ApeTir Status:

[ dice=bite]1d20+21[/dice] to hit;
[ dice]1d6+17[/dice] magic damage;

[ dice=claw]1d20+21[/dice] to hit;
[ dice]1d4+17[/dice] magic damage;

[ dice=claw]1d20+21[/dice] to hit;
[ dice]1d4+17[/dice] magic damage;

HP 179/179
AC: 10 + 9 breastplate + 5 shield + 1 dex - 1 size + 3 deflection + 4 NA + 5 Barkskin: 36 AC
Resist 15/cold and fire; 10/good; resinous skin

Fort +17, Ref +10, Will +19; +4 vs. fey and plant-targeted effects
Immune poison

N Large animal
Init +3; Senses low-light vision, scent, ferocity

Strength: 25+4=29 (+9)
Dex: 14-2 = 12. +4 NA bonus
Speed 30+20=50 ft., climb 30+10=40 ft.

Melee: +12 BAB +10 Str +4 Amulet -4 PowerAttack = +22 to hit
Damage, bite: 1d6+10 (str) + 8 (PA) + 4 amulet = 1d6+22
Damage, claw: 1d4+10 (str) + 8 (PA) + 4 amulet = 1d4+22

Space 10 ft.; Reach 10 ft.

Special Attacks rend (2 claws, 1d4+17)

Spells:
Barkskin (extended-320 minutes)
Resinous Skin (extended-320 minutes)
Gr. Longstrider (16 hours)
Resist Fire (30) - minutes
Echolocation - 0 minutes
Endure Elements

Elemental Body 1 (druid lvl 6): Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Elemental Body 2 (druid lvl 8):Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Elemental Body 3 (druid lvl 10):Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
Elemental Body 4 (druid lvl 12):Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor

Hektir Status:

AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 179/179 - DR5 piercing

Rimeblade:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+7[/dice] magic damage.

+12 BAB +8 Str + 1 Mwk = +21 to hit

Spit:

Druid Spells Prepared (CL 16th; concentration +22)
. . 8th—summon nature's ally VIII (animals only)[D], sunburst (DC 24), word of recall*
. . 7th—animal shapes[D], fire storm (DC 23), heal, sunbeam (DC 23)
. . 6th—fire seeds (2), mass fly[D,APG] (DC 22), quickened resist energy (2)
. . 5th—beast shape III (animals only)[D], death ward, fire snake[APG] (2, DC 21), stoneskin, wall of fire
. . 4th—echolocation[UM], flame strike (DC 20), freedom of movement, life bubble[APG] (DC 20), slowing mud[ACG] (DC 20), summon nature's ally IV (animals only)[D]
. . 3rd—daylight, fly[D], greater longstrider*, communal resist energy[UC], sleet storm, stone shape
. . 2nd—barkskin* (2), feather fall[D], fog cloud (2), resist energy (2)
. . 1st—air bubble[UC], calm animals[D] (DC 17), liberating command[UC] (2), obscuring mist, produce flame (2)


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Quinn hops a short distance to appear in flanking position for Tsin and slaps the witchy golem. "Stay in the dirt you stitched bag of funk!"

Slap of Chaos, touch attack: 1d20 + 13 ⇒ (4) + 13 = 17

Touch of Chaos (Sp): With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 1, Init 14

Status:

AC = 28
HP = 202/202
Weapon Equipped = Sever
Condition(s) = None

Tsin watches as both gravediggers lay into the freshly dug-up monster. When Malavarius instructs them in the construct nature, the swordswoman marks the creature for destruction. With the needle in its hand, she circles the creature warily, remaining 15' away, when she double moves to achieve flank with Quinn.

She only hopes the grave in which the guardian stands secures it to its current space. "Well done, Hektir. See it ripped open, and quickly. Watch the needle. Nothing but infection, dirt from the grave."


retired (AP completed)

”Bah. Thrice blasted golems!” Knowing most golems are inured to any magics he bring directly against them, the old wizard instead quickens the movements of his hangers on.

haste

Status:

HP: 58/88
AC: 19 (13 T / 16 FF) (includes +2 from BoF)
Fort: +9 // Ref: +12 // Will: +16 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +2 from BoF)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/48 absorbed
Displacement used: 2/15 rds
Pearl of Power I: 0/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 35/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], identify [ ], mount [ ], protection from evil* [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): glitterdust [ ], locate object [ ], protection from arrows [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [ ] [ ] [ ] [ ], fireball [ ], haste [X] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [ ] [ ], fireball (intensified) [ ] [ ] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ] [ ], teleport [ ]
Level 6 Prepared (3+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ] [ ]
Level 7 Prepared (3+1+1): banishment [ ], mage's sword [X], mmm [ ], resonating word [ ], spell turning* [ ]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [ ] [ ], mind blank [X]
Protective Ward used: 0/10
Ongoing Effects:
protection from arrows (everyone)
mage armor (Pemsworth)
greater magic weapon (Hektir)
moment of prescience (self)
mind blank (Tsin)
haste (1/16)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Tsin: 14
Hektir: 12
Quinn: 7
Malavarius: 2
Pemsworth: 28
Antagonist: 20

Tsin moves around the long figure, realizing that her hope is ill-founded after it climbed out of the gravesite moments before.

Quinn easily slaps it, infusing it with misfortune, that Hektir follows up on with a flurry of claws and teeth, ripping into the thing, even though it feels as hard as adamantine. It has DR

Pems' spell leds proverbial wings to Pems' feet and he circles round, trying to get a clear shot. He hits, but the bullet again impacts with no real harm.

The creature, surrounded, spins around, jabbing with his needle at the nearby trio, though luck seems to not be on its side, Quinn's divine magic doing its job well.

Mechanics:

Pems: 1d20 + 14 ⇒ (19) + 14 = 33
1d8 + 2 ⇒ (1) + 2 = 3

needle vs. Hektir: 1d20 + 28 ⇒ (8) + 28 = 36
needle reroll: 1d20 + 28 ⇒ (2) + 28 = 30

needle vs. Hektir: 1d20 + 23 ⇒ (16) + 23 = 39
needle reroll: 1d20 + 23 ⇒ (5) + 23 = 28

needle vs. Quinn: 1d20 + 18 ⇒ (9) + 18 = 27
needle reroll: 1d20 + 18 ⇒ (7) + 18 = 25

needle vs. Tsin: 1d20 + 13 ⇒ (8) + 13 = 21
needle reroll: 1d20 + 13 ⇒ (4) + 13 = 17

WDG: 63

Party is up.


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Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Wow. +1 Quinn! I never knew you were so versatile. I thought you were just an albatross around our necks, but now I see you can affect others! :)

Round 2

Apetir continues to go a+!%!+*, but this time faster and hastier.

bite: 1d20 + 21 ⇒ (19) + 21 = 40 to hit;
1d6 + 17 ⇒ (1) + 17 = 18 magic damage;

claw: 1d20 + 21 ⇒ (15) + 21 = 36 to hit;
1d4 + 17 ⇒ (2) + 17 = 19 magic damage;

claw: 1d20 + 21 ⇒ (2) + 21 = 23 to hit;
1d4 + 17 ⇒ (1) + 17 = 18 magic damage;

Haste:
claw: 1d20 + 21 ⇒ (14) + 21 = 35 to hit;
1d4 + 17 ⇒ (3) + 17 = 20 magic damage;

Also, if two of the above hit, then rend:
claw: 1d20 + 21 ⇒ (20) + 21 = 41 to hit;
1d4 + 17 ⇒ (2) + 17 = 19 magic damage;

claw: 1d20 + 21 ⇒ (20) + 21 = 41 to hit;
1d4 + 17 ⇒ (4) + 17 = 21 magic damage;

Two more potential crits because I think the rend will go off:
claw: 1d20 + 21 ⇒ (8) + 21 = 29 to hit;
1d4 + 17 ⇒ (3) + 17 = 20 magic damage;

claw: 1d20 + 21 ⇒ (19) + 21 = 40 to hit;
1d4 + 17 ⇒ (2) + 17 = 19 magic damage;

ApeTir Status:

[ dice=bite]1d20+21[/dice] to hit;
[ dice]1d6+17[/dice] magic damage;

[ dice=claw]1d20+21[/dice] to hit;
[ dice]1d4+17[/dice] magic damage;

[ dice=claw]1d20+21[/dice] to hit;
[ dice]1d4+17[/dice] magic damage;

HP 179/179
AC: 10 + 9 breastplate + 5 shield + 1 dex - 1 size + 3 deflection + 4 NA + 5 Barkskin: 36 AC
Resist 15/cold and fire; 10/good; resinous skin

Fort +17, Ref +10, Will +19; +4 vs. fey and plant-targeted effects
Immune poison

N Large animal
Init +3; Senses low-light vision, scent, ferocity

Strength: 25+4=29 (+9)
Dex: 14-2 = 12. +4 NA bonus
Speed 30+20=50 ft., climb 30+10=40 ft.

Melee: +12 BAB +10 Str +4 Amulet -4 PowerAttack = +22 to hit
Damage, bite: 1d6+10 (str) + 8 (PA) + 4 amulet = 1d6+22
Damage, claw: 1d4+10 (str) + 8 (PA) + 4 amulet = 1d4+22

Space 10 ft.; Reach 10 ft.

Special Attacks rend (2 claws, 1d4+17)

Spells:
Barkskin (extended-320 minutes)
Resinous Skin (extended-320 minutes)
Gr. Longstrider (16 hours)
Resist Fire (30) - minutes
Echolocation - 0 minutes
Endure Elements

Elemental Body 1 (druid lvl 6): Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Elemental Body 2 (druid lvl 8):Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Elemental Body 3 (druid lvl 10):Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
Elemental Body 4 (druid lvl 12):Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor

Hektir Status:

AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 179/179 - DR5 piercing

Rimeblade:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+7[/dice] magic damage.

+12 BAB +8 Str + 1 Mwk = +21 to hit

Spit:

Druid Spells Prepared (CL 16th; concentration +22)
. . 8th—summon nature's ally VIII (animals only)[D], sunburst (DC 24), word of recall*
. . 7th—animal shapes[D], fire storm (DC 23), heal, sunbeam (DC 23)
. . 6th—fire seeds (2), mass fly[D,APG] (DC 22), quickened resist energy (2)
. . 5th—beast shape III (animals only)[D], death ward, fire snake[APG] (2, DC 21), stoneskin, wall of fire
. . 4th—echolocation[UM], flame strike (DC 20), freedom of movement, life bubble[APG] (DC 20), slowing mud[ACG] (DC 20), summon nature's ally IV (animals only)[D]
. . 3rd—daylight, fly[D], greater longstrider*, communal resist energy[UC], sleet storm, stone shape
. . 2nd—barkskin* (2), feather fall[D], fog cloud (2), resist energy (2)
. . 1st—air bubble[UC], calm animals[D] (DC 17), liberating command[UC] (2), obscuring mist, produce flame (2)


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems nods at Mal's curse and refrains from trying to hit the golem with his own magics. Instead he flies behind Hektir and touches him with Fortune, giving him one free re-roll per round for the next two rounds!


retired (AP completed)

can we have the results of my knowledge check, Mott? The DC was pretty high, so I don’t want to presume that I should google the thing.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 2, Init 14

Status:

AC = 29, Hasted
HP = 202/202
Weapon Equipped = Sever
Condition(s) = Hasted

Tsin readies Sever against the golem, then takes full advantage of the flank provided by the fearless priest. Bane- Constructs An itch behind her brow suggests that she switch weapons, watching Hektir's rakes look slightly less effective, but she sticks with her trusted blade, and hopes that the golem doesn't get a second chance to stick that Needle in anyone's side.

Sever, Power Attack, Bane, Flank: 1d20 + 25 - 4 + 2 + 2 ⇒ (16) + 25 - 4 + 2 + 2 = 41 for 2d4 + 14 + 12 + 1d6 + 2d6 + 1d6 ⇒ (4, 2) + 14 + 12 + (3) + (5, 2) + (2) = 44 damage, including Fire, Bane, and Precision

Second Unsewing: 1d20 + 20 - 4 + 2 + 2 ⇒ (6) + 20 - 4 + 2 + 2 = 26 for 2d4 + 14 + 12 + 1d6 + 2d6 + 1d6 ⇒ (3, 2) + 14 + 12 + (6) + (4, 5) + (1) = 47 damage, including Fire, Bane, and Precision

Third Unsewing: 1d20 + 15 - 4 + 2 + 2 ⇒ (5) + 15 - 4 + 2 + 2 = 20 for 2d4 + 14 + 12 + 1d6 + 2d6 + 1d6 ⇒ (3, 2) + 14 + 12 + (4) + (5, 2) + (3) = 45 damage, including Fire, Bane, and Precision

Haste Attack: 1d20 + 25 - 4 + 2 + 2 ⇒ (14) + 25 - 4 + 2 + 2 = 39 for 2d4 + 14 + 12 + 1d6 + 2d6 + 1d6 ⇒ (2, 2) + 14 + 12 + (1) + (6, 4) + (5) = 46 damage, including Fire, Bane, and Precision

edit:

Confirm Critical?: 1d20 + 25 - 4 + 2 + 2 ⇒ (3) + 25 - 4 + 2 + 2 = 28 for 2d4 + 14 + 12 + 1d10 ⇒ (1, 4) + 14 + 12 + (3) = 34 damage, including Fire

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

1 person marked this as a favorite.

Since you asked so nicely, Mal: You know it can forge a link with a creature if it hits it, causing that creature to take half of any damage inflicted on the golem other than by the target. Its attacks do more harm to the target, which it can find no matter where it goes. It also is better able to resist any spells cast by its target against it. So it'd have been really nice if it had hit Hektir with that first attack or Quinn hadn't made everything worse.


retired (AP completed)

It being able to better resist spells cast by whomever it tags makes me think this thing doesn’t have the typical golem immunity to magic!

Malavarius frowns at the thing, ”You’re no ordinary golem then, are you?” Drawing his wand from the depths of one of his sleeves, the mage puts his theory to the test.

CL Check vs SR: 1d20 + 22 ⇒ (15) + 22 = 37
Scorching Ray 1: 1d20 + 10 ⇒ (3) + 10 = 13for: 4d6 ⇒ (5, 6, 2, 2) = 15
Scorching Ray 2: 1d20 + 10 ⇒ (19) + 10 = 29for: 4d6 ⇒ (4, 1, 4, 4) = 13
Scorching Ray 3: 1d20 + 10 ⇒ (11) + 10 = 21for: 4d6 ⇒ (6, 1, 1, 6) = 14

Status:

HP: 58/88
AC: 18 (12 T / 16 FF) (includes +1 from haste)
Fort: +9 // Ref: +11 // Will: +16 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +1 from haste)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/48 absorbed
Displacement used: 2/15 rds
Pearl of Power I: 0/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 36/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], identify [ ], mount [ ], protection from evil* [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): glitterdust [ ], locate object [ ], protection from arrows [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [ ] [ ] [ ] [ ], fireball [ ], haste [X] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [ ] [ ], fireball (intensified) [ ] [ ] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ] [ ], teleport [ ]
Level 6 Prepared (3+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ] [ ]
Level 7 Prepared (3+1+1): banishment [ ], mage's sword [X], mmm [ ], resonating word [ ], spell turning* [ ]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [ ] [ ], mind blank [X]
Protective Ward used: 0/10

Ongoing Effects:
protection from arrows (everyone)
mage armor (Pemsworth)
greater magic weapon (Hektir)
moment of prescience (self)
mind blank (Tsin)
haste (2/16)


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

"Ha, see where that needle jabbing gets you, back in the grave!" Quinn delivers another slap to the golem.

Slap of Chaos, touch attack: 1d20 + 13 ⇒ (19) + 13 = 32

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Wow, old school times with how fast we're all responding...

Round 2:

Tsin: 14
Hektir: 12
Quinn: 7
Malavarius: 2
Pemsworth: 28
Antagonist: 20

Before Mal even gets a chance to cast or Quinn use his divine touch again, Hektir and Tsin destroy the thing in a crazy blur of blades and claws.

In its remains, you find a small iron coffer. It's locked, but Pems is able to solve that without too much difficulty and you find secured within the coffer is an old and worn masterwork cold iron athame.

As you take it, you hear Baba Yaga's growingly familiar voice in your heads, telling you this is her personal athame, crafted when she first began to delve into witchcraft, and it holds her death magically bound within it.

Take the athame back to Grandmother’s Cauldron to continue to release me from the doll. You can leave the island through a hidden cave on the southern beach, she communicates to you, giving you directions you can easily follow. But be careful! If I remember, I left a guardian there and you may need to gather your strength before you face it.

She doesn't respond to any follow-up questions you offer her.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Tsin watches the golem collapse, sheathing her Sever only when it is deathly obvious that the guardian is truly inert. When Hektir rips the coffer free from its chest, she watches intently, fully expecting the Death to be found within. The Athame interests her mildly, as the small weapon is ancient. "You should show more savagery like that, Hektir. The golem didn't injure us to the one. Was that your god's gift, Quinn? That was lovely."

When Baba Yaga speaks up, the swordswoman waits respectfully for the witch to lay out further instructions. When another guardian is mentioned, Tsin doesn't demur.

"The directions are quite clear, thank you, Baba Yaga. If you would elaborate on the guardian, we would be grateful. Another golem, perhaps? An ancient elemental of ice? A bound demon? We will heed your advice, and rest up before confronting it, but it would be highly advantageous to understand the nature of the guardian, so we can prepare to our fullest."

Tsin waits to hear the elaboration.

She looks at her companions for a moment, waiting a little longer.

When it's clear that the witch isn't immediately forthcoming with the requested information, and they haven't been stabbed with a mental sensation of annoyance, she sighs briefly, and takes a look around.

"If we're going to rest, shall we return to the city? Or simply take up residence in Mal's Mansion?"


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

"Mal's mansion seems like a fine place for some afternoon drinking."


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

"Mal's Mansion. I didn't fancy the way the Queen was looking at Hektir. That look usually ends in love or devouring, and I don't like his chances."


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Apetir takes a few moments to calm down, mostly stopping to crush the needle in his mighty fists. His agitated huffing and puffing soon ends and he returns to his human Hektir form.

”Thanks for the kind words, Tsin. Sounds like all we need to do is take this lil’ doll back and we’ll be done, huh? But also, there is no rush. A night in the mansion might be nice. You know, invite the queen back and several of her ladies-in-waiting,” Hektir looks to Quinn to see how good of an idea this is. ”We could invite a couple short ones for Pems, and a could really old ones for Mal...and Tsin...Tsin could invite anyone she wanted. We’ll party like its our last day in the cauldron.”


retired (AP completed)

Malavarius gestures at Pemsworth, ”Short ones? You brought him back in a gangly half-elven body taller than yours! And you can invite whoever you like, but they won’t cross the door to the tower. I’ll not have you sullying my home with your carnal atrocities.”


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Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Hektir chuckles.

”You can’t change your preferences, dontcha know that? Once you like something, you like it no matter what shape you’re in. That’s why I think you like the old ones.”


1 person marked this as a favorite.
retired (AP completed)

”You miserable-“ Malavarius stammers over a few half-choked syllables before at last blurting, ”Well then find your own tower to sleep in, you insolent ape!” The wizard’s staff then thumps upon the ground, summoning the door to his tower. He steps through and slams it shut behind him.


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

"Come on Hektir, those mahfets drank too much of our 'shine already. Let's booze then snooze." Quinn attempts to enter Mal's Mansion with the thought of some solid drinking on his mind.


retired (AP completed)

Quinn finds himself able to enter, though the door is quick to shut behind him.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Hektir follows Quinn, the alpha.


retired (AP completed)

Hektir, true to Malavarius' word, bounces off the door. A deeper, more authoritative timbre of the wizard's voice then booms from a frowning mouth that appears in the upper center of the door, "GO AWAY!"


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems whistles. "You have angered the Great and Powerful Mal. I'd stay awake tonight. You might wake up as a newt tomorrow. Unintentionally this time." He steps up and knocks on the door. "Mister Malavarius, can I come in?"


retired (AP completed)

"OF COURSE!" The door then yields for Pemsworth.


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HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems steps in. He pauses and then says in a loud voice as the door closes, "SUMMON ORGY?!? Is that a new spell, Quinn?! Hot d@mn!"


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Tsin watches with very little amusement as Hektir promises nonagenarian nooky, and Malavarius marches into his Mansion with very little subtlety. "For the life of me, I can not understand why you think this is the season of rutting." She gives Pems a chance to gain entrance, before herself stepping to the door, and calling out to the elder mage.

"No insolent ape here, master Mal. Forgive him, and allow us some respite in your home away from home, yes?"


retired (AP completed)

Malavarius' voice echoes down from somewhere higher up in his tower, "He's a mighty tracksmage with a harem of maftets waiting to bed him, he can find his own blasted shelter!" A loud clatter of metal and glass falling to the floor chases after his words, quickly followed by a further shout, "Blast it! Zeno? Zeno! Where's that metal rod? What? No, not that one! The one with the prongs at the end! Yes, yes, that one! Thank you!"

He stomps down the stairs a minute later carrying a small tool in hand that looks like a delicate tuning fork. Muttering to himself as he sweeps through the room, "A wizard can't even find peace in his own tower any more! Well, blast it all, no wonder the Old Crone's hut is so full of traps and golems and thrice-blasted riddle-ravens and domovoi too scared to show themselves. Hmmpf. Baba Yaga's not the only one who with some tricks up their sleeves."


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Hektir shrugs and goes to find his own shelter. He’ll probably shapechange into a copy of a local tree and nap there.

The old man sure is sensitive.

I’m so confused what the tuning fork is for, Mal. That’s so perplexing. :)


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems guffaws for a moment before looking guilty. "I know he's grumpy and belligerent and smelly and unpleasant and insulting and he does that thing where he sheds everywhere, Mister Malavarius, but you might want to let him in. At least in here whatever mess he makes can be cleaned up by your magic servants; out there we're bound to step in whatever he leaves behind when we leave the mansion. And you know how much a gorilla can drop..."


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retired (AP completed)

Malavarius, distracted and fiddling with a door knob, nods absently at Pemsworth’s words. ”Yes. Yes, yes.” Then, with a start as if hearing him for the first time, the wizard turns to look at the former halfling, ”What? No! No no no. If that fool would rather act and live as beast then he’s free to do so: without a roof! And my tower, while convenient, is not some simple containment area for whatever disasters ungrateful, foolish, and rude young people conjure up in their wake.” Harumpfing, he then turns and bounces off the door that’s not yet open, shouts at it, ”Blighted door!” then passes through, slamming it behind him.

Zeno then alights on Pemsworth’s shoulder, tutting. ”You know he gets like this some times. Last time he got in this mood, he grumped and groused and shouted at everything for nearly a week while he shuttered himself away in a corner of that small, rickety house of his back in Heldren. When he was done though...” the thrush lets the words hang as he gestures to the surrounding tower with a sweep of one wing.


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

"What marvel do you reckon he's going to produce after this? Some sort of Hektir-shaped containment spell? A filter that turns Hektir's grunts into proper Taldan?" Pems mutters to Zeno, low enough not to be heard by the Great and Grumpy Mal.


retired (AP completed)

Zeno shrugs, ”I can’t say for sure, but I think he’s been trying to figure out whatever he’s about to try for some time. He had Zilvazaraat get that tuning fork him back when we were still chasing after Rasputin. If I had to guess though, I think he means to make his own, simpler version of Baba Yaga’s hut.” The bird shrugs again though, reinforcing his own ignorance regarding Malavarius’ efforts. ”It’s flattering though that you think him powerful enough to make Hektir sound coherent.” Zeno turns to look Pemsworth in the eyes after saying this, his face taut and severe. It only lasts for a few moments though before the bird erupts in tittering laughter at his own joke.


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HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems joins the bird in laughter. "He is Great and Powerful and All-Knowing, you know. Phenomenal cosmic power, slightly missing hat."


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33
Pems wrote:
I know he's grumpy and belligerent and smelly and unpleasant and insulting and he does that thing where he sheds everywhere...

Quinn is nodding along in complete agreement until he realizes that Pems is talking about Hektir and not Mal. "Oh, you mean Hektir? He's just got a lot to prove to himself still, but he's a good chap, and my best friend, we can't leave him outside!" When Mal slams the door behind him Quinn waits for a moment then quietly opens the front door and gives Hektir the universal sign language for 'quiet', a finger across the mouth, and holds open the door while holding out the bottle of 'shine. "Shhh, Mal is ready to fork it all."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Very nice, all. Thanks. I'm glad to see we can still do some good role-playing with our gang more than six years later!

I know it's the weekend, but it's been 24 hours with no follow-up, so I'm going to move us on. If you want to continue with what happens when Mal finds out Hektir is inside, please feel free.

Fully rested, you follow Baba Yaga's directions to where a cliff of broken slate slabs rises from the sands of the southern beach, crawling with many varieties of ivy and numerous ferns. Hidden at the base of the cliff, barely visible in the shadows, is a narrow cave opening leading into the cliff itself.

The tunnels beneath the cliff are a part of a natural fissure in the rock that ranges in height from 7 to 15 feet. Medium creatures must squeeze to navigate these narrow passages, and larger creatures must succeed at DC 30 Escape Artist checks or use some form of magic to fit inside. A constant dripping of water seeping from the cliff above slicks the walls and floors of the tunnels (they're normal terrain, but +5 to the DC of any Acrobatics checks you may attempt).


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16
Quinn Kestrel wrote:
"Shhh, Mal is ready to fork it all."

Hektir spins on his heels, running to the open door. He becomes smaller and smaller and smaller as runs closer to the open door, eventually a mouse skitters over Quinn's foot and inton the manor. He scurries under a table, then slowly flitting closer to the food before setting up a nest until the turkey carcass.

In the morning, the party might awake to a full sized Hektir sleeping on the dining spread with his foot in the morning porridge and using the breakfast scones as a pillow.

* * *

At the caves, Hektir turns to a smaller version of Zephtyr so he might navigate the tubes easily. He was cast Fire Seeds again, but wonders if he will have time to use them.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Uncomfortable with the notion of squeezing to proceed, and fully cognizant of Baba Yaga's warning of yet another guardian, Tsin is more than happy to send a ratter into the rabbit runs of the narrow passages. For his airy form, she worries very little about him getting snared by some unkindly creature.

She waits until Hektir indicates exactly where they need to proceed to find their way back to the cauldron.


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Quinn follows the wise actions of Tsin and waits for Hektir. "Remember that I can look through doors if needed, buddy."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The tunnel proceeds straight for about 20 feet, then branches to the left and right, curving around out of Hektir's sight.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

The small Zephtyr casts Echolocation and moves up into the air (as high as he can go), scanning ahead. He scouts forward, stopping at the bend to ‘look’ around.

1d20 + 33 ⇒ (1) + 33 = 34 Perception (echolocation)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

To his left, the tunnel seems to end in a dead end, as far as he can tell. The other direction opens up into a much larger space.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

"To the right, Hektir. Go on ahead, and tell us what you see. Be careful, of course, and don't stray too far." Tsin waits for the report, before herself attempting to squeeze into the passages.

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